Commit Graph

7074 Commits

Author SHA1 Message Date
Miguel Pozo
fe39456ba5 Workbench: Fix: Performance Regressions
Optimize Workbench performance so it's on par with the previous
implementation.
Most of these changes are barely noticeable on powerful GPUs,
but can cause a notable performance improvement on old or low-end
hardware.

* Avoid unnecessary texture copies and draw directly to the viewport
   textures.
* Optimize-out depth/stencil reads, using stencil testing instead.
* Avoid using `Texture::clear` and use framebuffer clears instead.
* Avoid framebuffer state changes (always use the same attachments).
* Avoid constant variation of acquired `TextureFromPool`s.

Fix #113010

Pull Request: https://projects.blender.org/blender/blender/pulls/113251
2023-10-06 15:31:44 +02:00
Campbell Barton
9d20632925 Cleanup: ensure trailing newline, delete trailing space 2023-10-05 13:57:14 +11:00
Brecht Van Lommel
8562cecf1b Fix #112991: crash switching from Hydra Storm viewport to other renderer
The viewport render engine was freed outside the DRW OpenGL context, which
resulted in Storm deleting a VAO from another OpenGL context.
2023-10-03 16:12:45 +02:00
Germano Cavalcante
e7ba91a6f3 Fix #113130: Versioning error in snap type in animation editors
Caused by fb556c75df

The ideal would be to increase the version file, but this would make
the versioning code a bit messy, and it was a recent error
(it shouldn't affect many users).
2023-10-02 17:26:07 -03:00
Miguel Pozo
0ed6172833 Fix #112164: Draw: Circle select tool low performance
Since garbage collection of texture pools happens every time
`drw_manager_init` is called, interleaved calls to different
`DRW_draw`/`DRW_render` functions can result in a constant cycle of
creating/releasing textures.

This PR changes texture pools to only release textures that have not
been used for N garbage collection cycles.
I chose 8 as default since I think is high enough to avoid the issue
while it's unlikely to cause any major spike in memory consumption.

Pull Request: https://projects.blender.org/blender/blender/pulls/113024
2023-10-02 16:43:48 +02:00
Clément Foucault
508fa8d4b8 Fix #112963: EEVEE: Wrong specular from lights
This was caused by the wrong LUT being sampled.

This cleans-up the utilTex layer define usage
and implement the small optimization marked
as todo.
2023-09-27 23:19:18 +02:00
Campbell Barton
5964ff7acb Fix missed header change from a9f0d19197 2023-09-27 16:53:45 +10:00
Campbell Barton
a9f0d19197 Fix memory leak with volume shaders with the workbench engine
../lib/tests/render/volume/smoke_fire.blend was leaking memory,
reloading leaked more memory each time.
2023-09-27 16:50:48 +10:00
Campbell Barton
46263a85ab Cleanup: spelling in comments 2023-09-27 13:03:29 +10:00
Clément Foucault
f966205022 EEVEE-Next: Add tracing options for diffuse rays
Also fixes diffuse surface always tracing
even when tracing is off.
2023-09-26 23:46:08 +02:00
Clément Foucault
3a4fc2c94e EEVEE-Next: Shadow Map Tracing Initial Implementation
Shadow Map Ray Tracing is a technique that ray cast against the shadow
depth buffer. The technique is described in "Soft Shadows by
Ray Tracing Multilayer Transparent Shadow Maps".
Note that we only implement the single layer approach since storing
multiple depth is prohibitively expensive.

Pull Request: https://projects.blender.org/blender/blender/pulls/111809
2023-09-26 23:42:40 +02:00
Hans Goudey
c095962d06 Fix #112900: Asset displaying mesh with hiding and no material indices
The case when there were no material indices, multiple materials, and
the mesh used hiding wasn't handled after 55970fa367.
This is a simple parallel loop adding up the non-hidden triangles.
2023-09-26 15:10:22 -04:00
Miguel Pozo
b56d39bdcc EEVEE-Next : Object visibility settings for probes
Replace per-probe visibility collections with global per-object probe
visibility settings.

Pull Request: https://projects.blender.org/blender/blender/pulls/112845
2023-09-26 20:37:15 +02:00
Miguel Pozo
f07542d8cb EEVEE-Next: Fix Hair and Curves motion vectors
Hair and Curves need to call `DRW_curves_update` before
`geometry_steps_fill`, otherwise the copied geometry is just
uninitialized data.
However, doing so triggers an assertion:
> DRW_render_instance_buffer_finish had not been called before drawing.

This PR ports the `DRW_hair/curves_pos_buffer_get` functions to the new
`draw::Manager` API, so it can be called at any arbitrary point.
It also changes `VelocityModule::geometry_map` to use `uint64` keys
instead of `ID` pointers, since the same particle system can be used on
different objects and have multiple geometries.

Notes:
* The new functions are only used for
  `VelocityModule::step_object_sync` on image renders. Using them
  elsewhere would require modifying the old draw manager to do the
  init/update/free setup.
* Only the compute shader version has been ported.

Pull Request: https://projects.blender.org/blender/blender/pulls/112425
2023-09-26 19:55:46 +02:00
Miguel Pozo
049cb479b2 EEVEE-Next: Irradiance Grid clip distance and probe alignment
Implement a clip distance to irradiance grids, so surfaces farther than
the threshold don't generate surfels.
Align the capture view matrix to the probe rotation.

Pull Request: https://projects.blender.org/blender/blender/pulls/112863
2023-09-26 19:45:41 +02:00
Miguel Pozo
a6536ca9c8 Fix: EEVEE-Next: Irradiance Grid minor fixes
Pull Request: https://projects.blender.org/blender/blender/pulls/112841
2023-09-26 19:27:30 +02:00
Clément Foucault
e4c89baf53 EEVEE-Next: Port subsurface to compute shader
This makes the SSS processing more isolated to avoid
side effects in other passes.
Also this allow more optimization using LDS.

The radiance buffer is created by a setup phase using
direct and indirect lighting.

Splitting this into its own compute pass also fixes
a pass merging issue on Metal.

Pull Request: https://projects.blender.org/blender/blender/pulls/112901
2023-09-26 15:52:35 +02:00
Campbell Barton
077832e063 Cleanup: spelling in comments 2023-09-26 19:50:48 +10:00
Clément Foucault
a5741e0561 EEVEE: Change do_multiscatter to a bool internally
This avoid confusion outside of the shader node GLSL code.
The issue also is that Metal allow float to cast to bool
implicitly but this create a compilation error on
OpenGL.
2023-09-26 11:48:51 +02:00
Jeroen Bakker
8f9c14145e EEVEE-Next: Fix World Reflection During Raytracing
Scenes that only uses a world probe would didn't work. Raytracing
would look for the closest light probe, didn't find any and shader
would use undefined behavior to sample in the reflectionProbes texture.

In some cases this resulted in correct results when the world was
located on layer 0 with subdivision 0. In any other case this would
sample incorrect incoming light what lead to black reflections.

This PR fixes this by returning the world probe when no nearest light
probe cound be found.

Pull Request: https://projects.blender.org/blender/blender/pulls/112893
2023-09-26 11:19:04 +02:00
Jeroen Bakker
aebcec0493 EEVEE: Fix Shader Compilation
Pull Request: https://projects.blender.org/blender/blender/pulls/112890
2023-09-26 10:24:47 +02:00
Clément Foucault
0a4fa62f51 EEVEE: Add support for metallic F82 tint
This adds a new entry to the split sum LUT to isolate
the effect of the F82 tint.

The application of the tint part is similar to cycles
and uses the same way for precomputing the `b` factor.

Results matches almost perfectly to the extent of the
split sum approximation.

Note that this removes the unused LTC MAG LUT for
EEVEE next to make space for the new table. It can still
be added back if needed.

Pull Request: https://projects.blender.org/blender/blender/pulls/112881
2023-09-26 10:16:39 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Jason Fielder
ee03bb38cb Metal: Add support for atomic image operations
Texture Atomics have been added in Metal 3.1
and enable the original implementations of
shadow update and irradiance cache baking.

However, a fallback solution will be
required for versions under macOS 14.0 utilising
buffer-backed textures instead.

This patch also includes a stub implementation if
building/running on older macOS versions which
provides locally-synchronized texture access in
place of atomics. This enables some effects to be
partially tested, and ensures non-guarded use
of imageAtomic functions does not result
in compilation failure.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112866
2023-09-25 21:56:46 +02:00
Miguel Pozo
499c39cfb9 Fix #112867: Workbench: Final render fails to render hair
Add missing calls to the old draw manager functions.
2023-09-25 21:15:56 +02:00
Miguel Pozo
0dfcde3fde Fix: EEVEE-Next: Ensure volume property textures are cleared
Clear volume property textures when there's no valid world volume
shader.

Pull Request: https://projects.blender.org/blender/blender/pulls/112871
2023-09-25 19:54:51 +02:00
Brecht Van Lommel
1d265eed5d Shaders: rename Specular to Specular IOR Level in Principled BSDF
To clarify that this is no longer the primary control, but rather
and adjustment on IOR.

Ref #99447
Ref #112552
2023-09-25 19:51:22 +02:00
Lukas Stockner
6e2f29b421 Shader: change Specular input on Principled BSDF to affect IOR
This keeps the behavior similar to the Disney BRDF, where 0.5
is neutral and lower/higher values respectively decrease/increase
the dielectric specular. But it's more correct in that it's not
an arbitrary scale on Fresnel, but rather adjusting the IOR.

Ref #99447
Ref #112848

Pull Request: https://projects.blender.org/blender/blender/pulls/112552
2023-09-25 19:51:02 +02:00
Weizhen Huang
def9b76207 Shader: Change specular tint in Principled BSDF from float to color
For more artistic control. Tints the reflection of dielectric materials
at normal incidence.

Ref #99447

Pull Request: https://projects.blender.org/blender/blender/pulls/112192
2023-09-25 19:42:05 +02:00
Clément Foucault
f2fb74d30c Fix #112802: EEVEE-Next: Invalid weight when mixing closures
This was caused by a weight of 0 leading to `x = 0 / 0` which
resulted in NaNs and missing closure data.

Pull Request: https://projects.blender.org/blender/blender/pulls/112855
2023-09-25 15:14:45 +02:00
Sybren A. Stüvel
eab95fa2aa Anim: enable visual keying of IK-influenced bones
Enable visual keying of bones that are influenced by an IK constraint.
This wasn't possible before, as the visual keying system only checked
constraints on the bone itself, and not whether the bone was part of an
IK chain.

This commit introduces a new `bPoseChannel::constflag` value
`PCHAN_INFLUENCED_BY_IK` that is set whenever the pose bone is part of
an IK chain.

The `pchan->constflag` field is computed during depsgraph evaluation. If
the depsgraph is active, it is now also written back to the original
pchan, so that it can be used in the "should visual keying be used"
function.

Fixes: #76791 "Different results when keyframing visual transforms and
applying transforms manually on IK constraint". Note that visually
keying does *not* copy the visual pose to the current pose. Furthermore,
when visually keying only part of the IK chain, the result of
re-evaluating the IK constraint (for example by moving the scene forward
and then backward by one frame) may still produce a different result, as
the IK chain now has a different start orientation.

Note that commit explicitly does not cover Spline IK constraints. They
can introduce heavy shear, especially with the default settings, which
cannot be represented by keys on loc/rot/scale.

For historical reference: 876cfc837e
introduces the 'use visual keying' preference option, where Blender
automatically chooses whether or not to use visual keying. This is why
there is a function at all that determines whether to use visual keying
or not.
2023-09-25 14:37:22 +02:00
Sybren A. Stüvel
caf46c9fbb Refactor: anim, rename flag PCHAN_HAS_TARGET to PCHAN_HAS_NO_TARGET
Rename the `bPoseChannel::flag` `PCHAN_HAS_TARGET` to `PCHAN_HAS_NO_TARGET`
as that is actually the meaning of the flag (in the majority of the code).

Since the flag was so confusingly named, there were some mixups in the
armature overlay drawing code as well, which have been fixed now too.
2023-09-25 14:33:51 +02:00
Sybren A. Stüvel
08f1ec65c7 Refactor: anim, avoid function call in draw_bone_relations()
Avoid a call to `bone.as_posebone()`, as the result of that call is already
stored in the `pchan` variable.

No functional changes.
2023-09-25 14:33:51 +02:00
Miguel Pozo
8fbfc991a5 Fix: EEVEE-Next: Surfel debug draw
Regression after 5ad7d81549.
2023-09-25 12:55:23 +02:00
Miguel Pozo
eefeb3ee22 Fix #112675: Workbench: Shadows disabled for active object 2023-09-25 12:43:26 +02:00
Campbell Barton
e38ff7c06d Cleanup: use C++ comments for disabled code 2023-09-25 17:06:04 +10:00
Campbell Barton
caef976ceb Cleanup: correct typo "hardeness" to "hardness" in DNA & variable names 2023-09-25 12:05:50 +10:00
NueSB
4aaae8d0a6 GPencil: Implement nearest neighbor filtering for pixelate effect
The Pixelate effect has an antialiasing switch that cleans up
pixels mostly, but still has some inbetween artifacts that are
a little frustrating to deal with. This makes it so that pixels are
completely hard-edged when AA is disabled.

Pull Request: https://projects.blender.org/blender/blender/pulls/112605
2023-09-24 16:01:31 +02:00
Campbell Barton
d4dbbab5d9 Cleanup: locate break statements inside the case body
Follow the convention used almost everywhere in Blender's code.
2023-09-23 21:17:50 +10:00
Jason Fielder
c9f44a2f9d EEVEE Next: Add info count for shader optimization jobs in progress
Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112533
2023-09-22 11:38:06 +02:00
Campbell Barton
5fbcb4c27e Cleanup: remove spaces from commented arguments
Also use local enums for `MA_BM_*` in versioning code.
2023-09-22 12:21:18 +10:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Campbell Barton
aba119e192 Cleanup: quiet CMake uninitialized variable warning, sort file lists 2023-09-22 11:04:25 +10:00
Campbell Barton
6a8fc659ba Cleanup: spelling in comments 2023-09-22 10:02:05 +10:00
Jeroen Bakker
6d91d36161 GPU: Remove GPU_shader_storage_buffer_objects_support
Blender 4.0 requires OpenGL 4.3 which always support SSBO's.
Platforms that don't support enough SSBO bind points will be marked
as unsupported.

Users who start Blender on those platforms will be informed via a
dialog. This PR also updates the `--debug-gpu-force-workarounds`
to match our minimum requirements. Note that some bugs are still
there that should be solved in other PRs:

* Workbench only renders the object using a unit matrix this is because
  there is a bug in the workaround for shader_draw_parameters
* Navigating with middle mouse button is not working. Unsure what the
  cause is, but might be a missing feature check in the OpenGL backend.

Related to #112224

Pull Request: https://projects.blender.org/blender/blender/pulls/112572
2023-09-21 12:55:51 +02:00
Clément Foucault
89da0cf07d EEVEE-Next: Raytrace: Add Diffuse Ray
This implement the diffuse tracing as simple
screen-space ray trace. This is extremely inefficient
and should only be used for reference purpose.

The real screen space diffuse implementation will
be done in another PR.

Depends on #112507

![image](/attachments/a2c0a9d9-3206-4dc7-acf8-0c37851ad10b)

Pull Request: https://projects.blender.org/blender/blender/pulls/112539
2023-09-20 18:36:59 +02:00
Clément Foucault
7c1cb4bd8b EEVEE-Next: Deferred: Add combine pass
This allow to move the light evaluation up in the deferred pipeline and
avoid coupling two different steps into one. This add more flexibility
in the implementation of deferred lighting and indirect lighting
algorithms.

This splits the reflection probe evaluation to its own
shader since it is quite different now.

Pull Request: https://projects.blender.org/blender/blender/pulls/112507
2023-09-20 17:52:55 +02:00
Clément Foucault
e2cef1c713 EEVEE-Next: Port SSS profile to Pre-compute shader
This moves the pre-computation offline and store the pre-computed
table in the binary. The pre-computed tables are quite small and are
not a concern with respect to binary size increase.

This rewrites the precomputation to use manually fitted
approximations for both burley and random walk.
The approximations fix a discrepancy between cycles and EEVEE
SSS translucency look. The absolute maximum error is below 2%.
I believe better results could be achieved with automatic fitting
tools.

Note that Cycles Burley translucency profile has some issues as it
does not give a smooth profile. The profile is biased near the end
of the lower radii. For this reason, the fit was done on a white
diffuse with (1,1,1) radii which does not exhibit this artifact.

Note that while this adds the profile for random walk, it isn't
currently used because the profile type is not yet passed down
the deferred path.

The fitting data can be found attached to this PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/112512
2023-09-20 15:17:27 +02:00
Clément Foucault
f079b653c1 EEVEE-Next: Deferred: Add combine pass
This allow to move the light evaluation up in
the deferred pipeline and avoid coupling two
different steps into one. This add more
flexibility in the implementation of
deferred lighting and indirect lighting
algorithms.

This splits the reflection probe evaluation
to its own shader since it is quite different
now.
2023-09-20 15:05:41 +02:00
Jason Fielder
70e99ee8b6 Fix #112258: Resolve broken volumetric world materials in Metal
Ensures correct BuiltinBits Layer flag was specified for materials
using volumetrics.

Authored by Apple: Michael Parkin-White

Pull Request: https://projects.blender.org/blender/blender/pulls/112577
2023-09-19 16:49:00 +02:00